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https://github.com/libretro/scummvm.git
synced 2024-12-20 16:59:06 +00:00
XEEN: Cleanup and fixes for exchanging character attributes
This commit is contained in:
parent
fa1f426ee6
commit
0b36518839
@ -33,6 +33,8 @@ void CreateCharacterDialog::show(XeenEngine *vm) {
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}
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CreateCharacterDialog::CreateCharacterDialog(XeenEngine *vm) : ButtonContainer(vm) {
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Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
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Common::fill(&_allowedClasses[0], &_allowedClasses[TOTAL_CLASSES], false);
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_dicePos[0] = Common::Point(20, 17);
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_dicePos[1] = Common::Point(112, 35);
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_dicePos[2] = Common::Point(61, 50);
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@ -60,8 +62,6 @@ void CreateCharacterDialog::execute() {
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int selectedClass = 0;
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bool hasFadedIn = false;
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bool restartFlag = true;
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uint attribs[TOTAL_ATTRIBUTES];
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bool allowedClasses[TOTAL_CLASSES];
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Race race = HUMAN;
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Sex sex = MALE;
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Common::String msg, details;
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@ -95,11 +95,10 @@ void CreateCharacterDialog::execute() {
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sex = (Sex)(freeCharList[charIndex] & 1);
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// Randomly determine attributes, and which classes they allow
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throwDice(attribs, allowedClasses);
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rollAttributes();
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// Get the display of the rolled character details
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selectedClass = newCharDetails(attribs, allowedClasses,
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race, sex, classId, selectedClass, details);
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selectedClass = newCharDetails(race, sex, classId, selectedClass, details);
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msg = Common::String::format(Res.CREATE_CHAR_DETAILS,
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details.c_str());
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@ -153,7 +152,7 @@ void CreateCharacterDialog::execute() {
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case Common::KEYCODE_PAGEUP:
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for (int tempClass = selectedClass - 1; tempClass >= 0; --tempClass) {
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if (allowedClasses[tempClass]) {
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if (_allowedClasses[tempClass]) {
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selectedClass = tempClass;
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break;
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}
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@ -171,51 +170,13 @@ void CreateCharacterDialog::execute() {
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case Common::KEYCODE_e:
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case Common::KEYCODE_s:
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case Common::KEYCODE_a:
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case Common::KEYCODE_l: {
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Attribute srcAttrib, destAttrib;
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if (_buttonValue == Common::KEYCODE_m)
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srcAttrib = MIGHT;
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else if (_buttonValue == Common::KEYCODE_i)
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srcAttrib = INTELLECT;
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else if (_buttonValue == Common::KEYCODE_p)
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srcAttrib = PERSONALITY;
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else if (_buttonValue == Common::KEYCODE_e)
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srcAttrib = ENDURANCE;
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else if (_buttonValue == Common::KEYCODE_s)
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srcAttrib = SPEED;
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else if (_buttonValue == Common::KEYCODE_a)
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srcAttrib = ACCURACY;
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else
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srcAttrib = LUCK;
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_vm->_mode = MODE_86;
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_icons.draw(w, srcAttrib * 2 + 11, Common::Point(
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_buttons[srcAttrib + 5]._bounds.left, _buttons[srcAttrib + 5]._bounds.top));
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w.update();
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int destAttribVal = exchangeAttribute(srcAttrib + 1);
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if (destAttribVal) {
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destAttrib = (Attribute)(destAttribVal - 1);
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_icons.draw(w, destAttrib * 2 + 11, Common::Point(
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_buttons[destAttrib + 10]._bounds.left,
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_buttons[destAttrib + 10]._bounds.top));
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w.update();
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SWAP(attribs[srcAttrib], attribs[destAttrib]);
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checkClass(attribs, allowedClasses);
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case Common::KEYCODE_l:
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if (swapAttributes(_buttonValue)) {
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checkClass();
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classId = -1;
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selectedClass = newCharDetails(attribs, allowedClasses,
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race, sex, classId, selectedClass, msg);
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} else {
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_icons.draw(w, srcAttrib * 2 + 10, Common::Point(
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_buttons[srcAttrib + 5]._bounds.left,
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_buttons[srcAttrib + 5]._bounds.top));
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w.update();
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_vm->_mode = MODE_SLEEPING;
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continue;
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selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
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}
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break;
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}
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case 1000:
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case 1001:
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@ -227,7 +188,7 @@ void CreateCharacterDialog::execute() {
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case 1007:
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case 1008:
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case 1009:
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if (allowedClasses[_buttonValue - 1000]) {
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if (_allowedClasses[_buttonValue - 1000]) {
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selectedClass = classId = _buttonValue - 1000;
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}
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break;
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@ -235,7 +196,7 @@ void CreateCharacterDialog::execute() {
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case Common::KEYCODE_c: {
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_vm->_mode = MODE_FF;
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bool result = saveCharacter(party._roster[freeCharList[charIndex]],
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classId, race, sex, attribs);
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classId, race, sex);
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_vm->_mode = MODE_4;
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if (result)
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@ -250,7 +211,7 @@ void CreateCharacterDialog::execute() {
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case Common::KEYCODE_SPACE:
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case Common::KEYCODE_r:
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// Re-roll the attributes
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throwDice(attribs, allowedClasses);
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rollAttributes();
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classId = -1;
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break;
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@ -261,8 +222,7 @@ void CreateCharacterDialog::execute() {
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}
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if (_buttonValue != Common::KEYCODE_PAGEDOWN) {
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selectedClass = newCharDetails(attribs, allowedClasses,
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race, sex, classId, selectedClass, msg);
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selectedClass = newCharDetails(race, sex, classId, selectedClass, msg);
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drawIcons2();
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party._roster[freeCharList[charIndex]]._faceSprites->draw(w, 0,
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@ -280,7 +240,7 @@ void CreateCharacterDialog::execute() {
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// Move to next available class, or if the code block above resulted in
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// selectedClass being -1, move to select the first available class
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for (int tempClass = selectedClass + 1; tempClass <= CLASS_RANGER; ++tempClass) {
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if (allowedClasses[tempClass]) {
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if (_allowedClasses[tempClass]) {
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selectedClass = tempClass;
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break;
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}
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@ -371,47 +331,46 @@ void CreateCharacterDialog::drawIcons2() {
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_icons.draw(0, 8, Common::Point(86, 120));
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}
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void CreateCharacterDialog::throwDice(uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]) {
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void CreateCharacterDialog::rollAttributes() {
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bool repeat = true;
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do {
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// Default all the attributes to zero
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Common::fill(&attribs[0], &attribs[TOTAL_ATTRIBUTES], 0);
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Common::fill(&_attribs[0], &_attribs[TOTAL_ATTRIBUTES], 0);
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// Assign random amounts to each attribute
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for (int idx1 = 0; idx1 < 3; ++idx1) {
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for (int idx2 = 0; idx2 < TOTAL_ATTRIBUTES; ++idx2) {
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attribs[idx2] += _vm->getRandomNumber(10, 79) / 10;
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_attribs[idx2] += _vm->getRandomNumber(10, 79) / 10;
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}
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}
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// Check which classes are allowed based on the rolled attributes
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checkClass(attribs, allowedClasses);
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checkClass();
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// Only exit if the attributes allow for at least one class
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for (int idx = 0; idx < TOTAL_CLASSES; ++idx) {
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if (allowedClasses[idx])
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if (_allowedClasses[idx])
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repeat = false;
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}
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} while (repeat);
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}
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void CreateCharacterDialog::checkClass(const uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]) {
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allowedClasses[CLASS_KNIGHT] = attribs[MIGHT] >= 15;
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allowedClasses[CLASS_PALADIN] = attribs[MIGHT] >= 13
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&& attribs[PERSONALITY] >= 13 && attribs[ENDURANCE] >= 13;
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allowedClasses[CLASS_ARCHER] = attribs[INTELLECT] >= 13 && attribs[ACCURACY] >= 13;
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allowedClasses[CLASS_CLERIC] = attribs[PERSONALITY] >= 13;
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allowedClasses[CLASS_SORCERER] = attribs[INTELLECT] >= 13;
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allowedClasses[CLASS_ROBBER] = attribs[LUCK] >= 13;
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allowedClasses[CLASS_NINJA] = attribs[SPEED] >= 13 && attribs[ACCURACY] >= 13;
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allowedClasses[CLASS_BARBARIAN] = attribs[ENDURANCE] >= 15;
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allowedClasses[CLASS_DRUID] = attribs[INTELLECT] >= 15 && attribs[PERSONALITY] >= 15;
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allowedClasses[CLASS_RANGER] = attribs[INTELLECT] >= 12 && attribs[PERSONALITY] >= 12
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&& attribs[ENDURANCE] >= 12 && attribs[SPEED] >= 12;
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void CreateCharacterDialog::checkClass() {
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_allowedClasses[CLASS_KNIGHT] = _attribs[MIGHT] >= 15;
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_allowedClasses[CLASS_PALADIN] = _attribs[MIGHT] >= 13
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&& _attribs[PERSONALITY] >= 13 && _attribs[ENDURANCE] >= 13;
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_allowedClasses[CLASS_ARCHER] = _attribs[INTELLECT] >= 13 && _attribs[ACCURACY] >= 13;
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_allowedClasses[CLASS_CLERIC] = _attribs[PERSONALITY] >= 13;
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_allowedClasses[CLASS_SORCERER] = _attribs[INTELLECT] >= 13;
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_allowedClasses[CLASS_ROBBER] = _attribs[LUCK] >= 13;
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_allowedClasses[CLASS_NINJA] = _attribs[SPEED] >= 13 && _attribs[ACCURACY] >= 13;
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_allowedClasses[CLASS_BARBARIAN] = _attribs[ENDURANCE] >= 15;
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_allowedClasses[CLASS_DRUID] = _attribs[INTELLECT] >= 15 && _attribs[PERSONALITY] >= 15;
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_allowedClasses[CLASS_RANGER] = _attribs[INTELLECT] >= 12 && _attribs[PERSONALITY] >= 12
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&& _attribs[ENDURANCE] >= 12 && _attribs[SPEED] >= 12;
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}
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int CreateCharacterDialog::newCharDetails(const uint attribs[TOTAL_ATTRIBUTES],
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bool allowedClasses[TOTAL_CLASSES], Race race, Sex sex, int classId,
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int CreateCharacterDialog::newCharDetails(Race race, Sex sex, int classId,
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int selectedClass, Common::String &msg) {
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int foundClass = -1;
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Common::String skillStr, classStr, raceSkillStr;
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@ -437,7 +396,7 @@ int CreateCharacterDialog::newCharDetails(const uint attribs[TOTAL_ATTRIBUTES],
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int classColors[TOTAL_CLASSES];
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Common::fill(&classColors[0], &classColors[TOTAL_CLASSES], 0);
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for (int classNum = CLASS_KNIGHT; classNum <= CLASS_RANGER; ++classNum) {
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if (allowedClasses[classNum]) {
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if (_allowedClasses[classNum]) {
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if (classId == -1 && (foundClass == -1 || foundClass < classNum))
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foundClass = classNum;
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classColors[classNum] = 4;
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@ -446,8 +405,8 @@ int CreateCharacterDialog::newCharDetails(const uint attribs[TOTAL_ATTRIBUTES],
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// Return stats details and character class
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msg = Common::String::format(Res.NEW_CHAR_STATS, Res.RACE_NAMES[race], Res.SEX_NAMES[sex],
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attribs[MIGHT], attribs[INTELLECT], attribs[PERSONALITY],
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attribs[ENDURANCE], attribs[SPEED], attribs[ACCURACY], attribs[LUCK],
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_attribs[MIGHT], _attribs[INTELLECT], _attribs[PERSONALITY],
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_attribs[ENDURANCE], _attribs[SPEED], _attribs[ACCURACY], _attribs[LUCK],
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classColors[CLASS_KNIGHT], classColors[CLASS_PALADIN],
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classColors[CLASS_ARCHER], classColors[CLASS_CLERIC],
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classColors[CLASS_SORCERER], classColors[CLASS_ROBBER],
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@ -506,6 +465,58 @@ void CreateCharacterDialog::drawDice() {
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checkEvents(_vm);
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}
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int CreateCharacterDialog::getAttribFromKeycode(int keycode) const {
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switch (keycode) {
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case Common::KEYCODE_m:
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return MIGHT;
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case Common::KEYCODE_i:
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return INTELLECT;
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case Common::KEYCODE_p:
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return PERSONALITY;
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case Common::KEYCODE_e:
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return ENDURANCE;
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case Common::KEYCODE_s:
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return SPEED;
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case Common::KEYCODE_a:
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return ACCURACY;
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case Common::KEYCODE_l:
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return LUCK;
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default:
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return -1;
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}
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}
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bool CreateCharacterDialog::swapAttributes(int keycode) {
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Windows &windows = *_vm->_windows;
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Window &w = windows[0];
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int srcAttrib = getAttribFromKeycode(keycode);
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assert(srcAttrib >= 0);
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_vm->_mode = MODE_86;
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_icons.draw(w, srcAttrib * 2 + 11, Common::Point(
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_buttons[srcAttrib + 5]._bounds.left, _buttons[srcAttrib + 5]._bounds.top));
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w.update();
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int destAttrib = exchangeAttribute(srcAttrib);
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if (destAttrib != -1) {
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_icons.draw(w, destAttrib * 2 + 11, Common::Point(
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_buttons[destAttrib + 5]._bounds.left,
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_buttons[destAttrib + 5]._bounds.top));
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SWAP(_attribs[srcAttrib], _attribs[destAttrib]);
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return true;
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} else {
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_icons.draw(w, srcAttrib * 2 + 10, Common::Point(
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_buttons[srcAttrib + 5]._bounds.left,
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_buttons[srcAttrib + 5]._bounds.top));
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w.update();
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_vm->_mode = MODE_SLEEPING;
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return false;
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}
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}
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int CreateCharacterDialog::exchangeAttribute(int srcAttr) {
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EventsManager &events = *_vm->_events;
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Windows &windows = *_vm->_windows;
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@ -524,11 +535,11 @@ int CreateCharacterDialog::exchangeAttribute(int srcAttr) {
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Window &w = windows[26];
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w.open();
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w.writeString(Common::String::format(Res.EXCHANGE_ATTR_WITH, Res.STAT_NAMES[srcAttr - 1]));
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w.writeString(Common::String::format(Res.EXCHANGE_ATTR_WITH, Res.STAT_NAMES[srcAttr]));
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icons.draw(w, 0, Common::Point(118, 58));
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w.update();
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int result = 0;
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int result = -1;
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bool breakFlag = false;
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while (!_vm->shouldExit() && !breakFlag) {
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// Wait for an action
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@ -536,51 +547,24 @@ int CreateCharacterDialog::exchangeAttribute(int srcAttr) {
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events.pollEventsAndWait();
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checkEvents(_vm);
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} while (!_vm->shouldExit() && !_buttonValue);
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if (_buttonValue == Common::KEYCODE_ESCAPE)
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break;
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Attribute destAttr;
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switch (_buttonValue) {
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case Common::KEYCODE_m:
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destAttr = MIGHT;
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break;
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case Common::KEYCODE_i:
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destAttr = INTELLECT;
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break;
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case Common::KEYCODE_p:
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destAttr = PERSONALITY;
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break;
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case Common::KEYCODE_e:
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destAttr = ENDURANCE;
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break;
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case Common::KEYCODE_s:
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destAttr = SPEED;
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break;
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case Common::KEYCODE_a:
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destAttr = ACCURACY;
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break;
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case Common::KEYCODE_l:
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destAttr = LUCK;
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break;
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case Common::KEYCODE_ESCAPE:
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result = 0;
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breakFlag = true;
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continue;
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default:
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continue;
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}
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if ((srcAttr - 1) != destAttr) {
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result = destAttr + 1;
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int destAttr = getAttribFromKeycode(_buttonValue);
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if (destAttr != -1 && srcAttr != destAttr) {
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result = destAttr;
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break;
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}
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}
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w.close();
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restoreButtons();
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_buttonValue = 0;
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return result;
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}
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bool CreateCharacterDialog::saveCharacter(Character &c, int classId,
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Race race, Sex sex, uint attribs[TOTAL_ATTRIBUTES]) {
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bool CreateCharacterDialog::saveCharacter(Character &c, int classId, Race race, Sex sex) {
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if (classId == -1) {
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ErrorScroll::show(_vm, Res.SELECT_CLASS_BEFORE_SAVING);
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return false;
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@ -613,13 +597,13 @@ bool CreateCharacterDialog::saveCharacter(Character &c, int classId,
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c._class = (CharacterClass)classId;
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c._level._permanent = isDarkCc ? 5 : 1;
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c._might._permanent = attribs[MIGHT];
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c._intellect._permanent = attribs[INTELLECT];
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c._personality._permanent = attribs[PERSONALITY];
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c._endurance._permanent = attribs[ENDURANCE];
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c._speed._permanent = attribs[SPEED];
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c._accuracy._permanent = attribs[ACCURACY];
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c._luck._permanent = attribs[LUCK];
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c._might._permanent = _attribs[MIGHT];
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c._intellect._permanent = _attribs[INTELLECT];
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c._personality._permanent = _attribs[PERSONALITY];
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c._endurance._permanent = _attribs[ENDURANCE];
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c._speed._permanent = _attribs[SPEED];
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c._accuracy._permanent = _attribs[ACCURACY];
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c._luck._permanent = _attribs[LUCK];
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c._magicResistence._permanent = Res.RACE_MAGIC_RESISTENCES[race];
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c._fireResistence._permanent = Res.RACE_FIRE_RESISTENCES[race];
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@ -36,6 +36,8 @@ private:
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int _diceFrame[3];
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Common::Point _dicePos[3];
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Common::Point _diceInc[3];
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uint _attribs[TOTAL_ATTRIBUTES];
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bool _allowedClasses[TOTAL_CLASSES];
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private:
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/**
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* Constructor
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@ -67,6 +69,18 @@ private:
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*/
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void execute();
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/**
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* Returns the attribute that a given keycode represents
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*/
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int getAttribFromKeycode(int keycode) const;
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/**
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* Handles the logic for swapping attributes
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* @param keycode Key pressed representing one of the attributes
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* @returns True if swap occurred
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*/
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bool swapAttributes(int keycode);
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/**
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* Exchanging two attributes for the character being rolled
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*/
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@ -76,14 +90,12 @@ private:
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* Set a list of flags for which classes the passed attribute set meet the
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* minimum requirements of
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*/
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void checkClass(const uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]);
|
||||
void checkClass();
|
||||
|
||||
/**
|
||||
* Return details of the generated character
|
||||
*/
|
||||
int newCharDetails(const uint attribs[TOTAL_ATTRIBUTES],
|
||||
bool allowedClasses[TOTAL_CLASSES], Race race, Sex sex, int classId,
|
||||
int selectedClass, Common::String &msg);
|
||||
int newCharDetails(Race race, Sex sex, int classId, int selectedClass, Common::String &msg);
|
||||
|
||||
/**
|
||||
* Print the selection arrow to indicate the selected class
|
||||
@ -93,14 +105,13 @@ private:
|
||||
/**
|
||||
* Saves the rolled character into the roster
|
||||
*/
|
||||
bool saveCharacter(Character &c, int classId, Race race,
|
||||
Sex sex, uint attribs[TOTAL_ATTRIBUTES]);
|
||||
bool saveCharacter(Character &c, int classId, Race race, Sex sex);
|
||||
|
||||
/**
|
||||
* Roll up some random values for the attributes, and return both them as
|
||||
* well as a list of classes that the attributes meet the requirements for
|
||||
*/
|
||||
void throwDice(uint attribs[TOTAL_ATTRIBUTES], bool allowedClasses[TOTAL_CLASSES]);
|
||||
void rollAttributes();
|
||||
public:
|
||||
/**
|
||||
* Shows the Create Character dialog
|
||||
|
Loading…
Reference in New Issue
Block a user